]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
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[xonotic/darkplaces.git] / gl_rmain.c
index 885453db2243262f6f5af269a82ac024635b604e..683a165556e8e6d5c73042f0f4356e7518ba2a19 100644 (file)
@@ -587,6 +587,10 @@ static const char *builtinshaderstring =
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
+"#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
+"# extension GL_ARB_texture_rectangle : enable\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef GL_EXT_gpu_shader4\n"
 "#   extension GL_EXT_gpu_shader4 : enable\n"
@@ -600,6 +604,10 @@ static const char *builtinshaderstring =
 "# endif\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# extension GL_EXT_gpu_shader4 : enable\n"
+"#endif\n"
+"\n"
 "//#ifdef USESHADOWSAMPLER\n"
 "//# extension GL_ARB_shadow : enable\n"
 "//#endif\n"
@@ -1144,6 +1152,14 @@ static const char *builtinshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
+"# else\n"
+"uniform sampler2DRect Texture_ShadowMapRect;\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
@@ -1156,12 +1172,20 @@ static const char *builtinshaderstring =
 "uniform samplerCube Texture_CubeProjection;\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCubeShadow Texture_ShadowMapCube;\n"
+"# else\n"
+"uniform samplerCube Texture_ShadowMapCube;\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform vec2 ShadowMap_TextureScale;\n"
 "uniform vec4 ShadowMap_Parameters;\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -1186,7 +1210,63 @@ static const char *builtinshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"vec4 GetShadowMapTCCube(vec3 dir)\n"
+"{\n"
+"      vec3 adir = abs(dir);\n"
+"      return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"      vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
+"      f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"#    endif\n"
+"\n"
+"#  else\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
+"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+"      vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
+"      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"#      else\n"
+"#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
+"      vec2 offset = fract(shadowmaptc.xy);\n"
+"      vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      vec3 cols = row2 + mix(row1, row3, offset.y);\n"
+"      f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
+"#      endif\n"
+"#    else\n"
+"      f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"#    endif\n"
+"\n"
+"#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return mix(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
+"      return f;\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "float ShadowMapCompare(vec3 dir)\n"
@@ -1275,6 +1355,21 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(vec3 dir)\n"
+"{\n"
+"      // apply depth texture cubemap as light filter\n"
+"      vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"      f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"      return f;\n"
+"}\n"
+"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -1401,7 +1496,7 @@ static const char *builtinshaderstring =
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "      fade *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "\n"
@@ -1615,7 +1710,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
 "      color.rgb *= ShadowMapCompare(CubeVector);\n"
 "#endif\n"
 "# ifdef USECUBEFILTER\n"
@@ -2307,7 +2402,7 @@ const char *builtincgshaderstring =
 "#endif // USEOFFSETMAPPING\n"
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "# ifdef USESHADOWMAPORTHO\n"
 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
 "# else\n"
@@ -2336,7 +2431,71 @@ const char *builtincgshaderstring =
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAP2D)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
+"\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
+"{\n"
+"      float3 adir = abs(dir);\n"
+"      return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
+"}\n"
+"#endif\n"
+"\n"
+"# ifdef USESHADOWMAPRECT\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
+"#else\n"
+"float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
+"#endif\n"
+"{\n"
+"#ifdef USESHADOWMAPVSDCT\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
+"#else\n"
+"      float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
+"#endif\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
+"      f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
+"#    else\n"
+"      f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
+"#    endif\n"
+"\n"
+"#  else\n"
+"\n"
+"#    ifdef USESHADOWMAPPCF\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
+"      float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
+"      float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
+"      float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
+"      float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
+"      float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
+"      float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
+"      f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
+"#      else\n"
+"#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
+"      float2 offset = frac(shadowmaptc.xy);\n"
+"      float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
+"      float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
+"      float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
+"      float3 cols = row2 + lerp(row1, row3, offset.y);\n"
+"      f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
+"#      endif\n"
+"#    else\n"
+"      f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
+"#    endif\n"
+"\n"
+"#  endif\n"
+"#  ifdef USESHADOWMAPORTHO\n"
+"      return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
+"#  else\n"
+"      return f;\n"
+"#  endif\n"
+"}\n"
+"# endif\n"
 "\n"
 "# ifdef USESHADOWMAP2D\n"
 "#ifdef USESHADOWMAPVSDCT\n"
@@ -2433,6 +2592,21 @@ const char *builtincgshaderstring =
 "#  endif\n"
 "}\n"
 "# endif\n"
+"\n"
+"# ifdef USESHADOWMAPCUBE\n"
+"float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
+"{\n"
+"      // apply depth texture cubemap as light filter\n"
+"      float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
+"      float f;\n"
+"#  ifdef USESHADOWSAMPLER\n"
+"      f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
+"#  else\n"
+"      f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
+"#  endif\n"
+"      return f;\n"
+"}\n"
+"# endif\n"
 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
 "#endif // FRAGMENT_SHADER\n"
 "\n"
@@ -2598,6 +2772,14 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_Cube : register(s10),\n"
 "#endif\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
@@ -2610,7 +2792,15 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -2650,8 +2840,18 @@ const char *builtincgshaderstring =
 "#  endif\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      fade *= ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
+"      fade *= ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
@@ -2961,6 +3161,14 @@ const char *builtincgshaderstring =
 "\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
 "\n"
+"#ifdef USESHADOWMAPRECT\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerRECTShadow Texture_ShadowMapRect : register(s11),\n"
+"# else\n"
+"uniform samplerRECT Texture_ShadowMapRect : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAP2D\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform sampler Texture_ShadowMap2D : register(s11),\n"
@@ -2973,7 +3181,15 @@ const char *builtincgshaderstring =
 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
 "#endif\n"
 "\n"
-"#if defined(USESHADOWMAP2D)\n"
+"#ifdef USESHADOWMAPCUBE\n"
+"# ifdef USESHADOWSAMPLER\n"
+"uniform samplerCUBEShadow Texture_ShadowMapCube : register(s11),\n"
+"# else\n"
+"uniform samplerCUBE Texture_ShadowMapCube : register(s11),\n"
+"# endif\n"
+"#endif\n"
+"\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
 "uniform float4 ShadowMap_Parameters : register(c34),\n"
 "#endif\n"
@@ -3058,8 +3274,18 @@ const char *builtincgshaderstring =
 "#endif\n"
 "      color.rgb *= LightColor;\n"
 "      color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
-"#if defined(USESHADOWMAP2D)\n"
-"      color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
+"      color.rgb *= half(ShadowMapCompare(CubeVector,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"# if defined(USESHADOWMAPCUBE)\n"
+"Texture_ShadowMapCube, ShadowMap_Parameters\n"
+"# endif\n"
+"\n"
 "#ifdef USESHADOWMAPVSDCT\n"
 ", Texture_CubeProjection\n"
 "#endif\n"
@@ -3165,7 +3391,14 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"      color.rgb *= ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale);\n"
+"      color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
+"# if defined(USESHADOWMAP2D)\n"
+"Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
+"# endif\n"
+"# if defined(USESHADOWMAPRECT)\n"
+"Texture_ShadowMapRect, ShadowMap_Parameters\n"
+"# endif\n"
+"      );\n"
 "#endif\n"
 "\n"
 "#ifdef USEDEFERREDLIGHTMAP\n"
@@ -3263,17 +3496,19 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
        SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
        SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
+       SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3298,6 +3533,8 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
+       {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
        {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
        {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
@@ -3427,6 +3664,8 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Cube;
        int loc_Texture_Refraction;
        int loc_Texture_Reflection;
+       int loc_Texture_ShadowMapRect;
+       int loc_Texture_ShadowMapCube;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
        int loc_Texture_ScreenDepth;
@@ -3653,6 +3892,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
                p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
                p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
+               p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
                p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
@@ -3735,6 +3976,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
                if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
                if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
+               if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
+               if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
                if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
                if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
                if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
@@ -3850,6 +4093,8 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_Cube;
        CGparameter fp_Texture_Refraction;
        CGparameter fp_Texture_Reflection;
+       CGparameter fp_Texture_ShadowMapRect;
+       CGparameter fp_Texture_ShadowMapCube;
        CGparameter fp_Texture_ShadowMap2D;
        CGparameter fp_Texture_CubeProjection;
        CGparameter fp_Texture_ScreenDepth;
@@ -4148,6 +4393,8 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
                p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
                p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
+               p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
+               p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
                p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
                p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
                p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
@@ -5034,6 +5281,8 @@ extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
+extern qboolean r_shadow_usingshadowmaprect;
+extern qboolean r_shadow_usingshadowmapcube;
 extern qboolean r_shadow_usingshadowmap2d;
 extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
@@ -5041,7 +5290,9 @@ extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
 extern qboolean r_shadow_shadowmapsampler;
 extern int r_shadow_shadowmappcf;
+extern rtexture_t *r_shadow_shadowmaprectangletexture;
 extern rtexture_t *r_shadow_shadowmap2dtexture;
+extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
@@ -5239,10 +5490,15 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
-               if (r_shadow_usingshadowmap2d)
-               {
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-                       if(r_shadow_shadowmapvsdct)
+               if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
+               {
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmapcube)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+                       else if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                        if (r_shadow_shadowmapsampler)
@@ -5287,7 +5543,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5339,7 +5598,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5386,7 +5648,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5432,7 +5697,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
                {
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
-                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+                       if (r_shadow_usingshadowmaprect)
+                               permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+                       if (r_shadow_usingshadowmap2d)
+                               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
                        if (r_shadow_shadowmapsampler)
                                permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
@@ -5777,9 +6045,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
                        if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                                if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
@@ -5944,9 +6215,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
                        if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
+                       if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
                        if (rsurface.rtlight)
                        {
                                if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+                               if (r_shadow_usingshadowmapcube)
+                                       if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                                if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
                        }
                }
@@ -5991,10 +6265,15 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_glossexact.integer)
                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
        }
-       if (r_shadow_usingshadowmap2d)
+       if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
        {
-               permutation |= SHADERPERMUTATION_SHADOWMAP2D;
-               if (r_shadow_shadowmapvsdct)
+               if (r_shadow_usingshadowmaprect)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
+               if (r_shadow_usingshadowmap2d)
+                       permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+               if (r_shadow_usingshadowmapcube)
+                       permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
+               else if(r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
                if (r_shadow_shadowmapsampler)
@@ -6028,6 +6307,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
+               if (r_shadow_usingshadowmapcube)
+                       R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
@@ -6055,6 +6337,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
+               if (r_shadow_usingshadowmapcube)
+                       if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
                if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
                if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
@@ -6076,6 +6361,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
+               if (r_shadow_usingshadowmapcube)
+                       if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
 #endif